EditorApplication
- applicationContentsPath
- applicationPath
- Beep
- CallbackFunction
- currentScene
- ExecuteMenuItem
- Exit
- HierarchyWindowItemCallback
- hierarchyWindowItemOnGUI
- isCompiling
- isPaused
- isPlayingOrWillChangePlaymode
- isPlaying
- LockReloadAssemblies
- modifierKeysChanged
- NewScene
- OpenProject
- OpenSceneAdditive
- OpenScene
- playmodeStateChanged
- ProjectWindowItemCallback
- projectWindowItemOnGUI
- RepaintHierarchyWindow
- RepaintProjectWindow
- SaveAssets
- SaveCurrentSceneIfUserWantsTo
- SaveScene
- Step
- timeSinceStartup
- UnlockReloadAssemblies
- update
EditorApplication.isPlaying 是否正播放
static var isPlaying : bool
Description描述
Is editor currently in play mode?
编辑器当前是否在播放模式?
Setting isPlaying delays the result until after all script code has completed for this frame.
设置isPlaying推迟结果直到该震所有的脚本代码都被处理完.
参见:isPaused, isPlayingOrWillChangePlaymode.
// Simple editor Script that lets you save a scene while in play mode.
//简单的编辑器脚本,是你可以在播放模式下保存场景
// WARNING: All Undo posibilities are lost after saving the scene.
//警告:保存场景后,所有操作是不可逆的
import UnityEditor;
@MenuItem("Example/Save Scene while on play mode")
static function EditorPlaying() {
if(EditorApplication.isPlaying) {
var sceneName : String = EditorApplication.currentScene;
var path : String [] = sceneName.Split(char.Parse("/"));
path[path.Length -1] = "Temp_" + path[path.Length-1];
var tempScene = String.Join("/",path);
EditorApplication.SaveScene(tempScene);
EditorApplication.isPaused = false;
EditorApplication.isPlaying = false;
FileUtil.DeleteFileOrDirectory(EditorApplication.currentScene);
FileUtil.MoveFileOrDirectory(tempScene, sceneName);
FileUtil.DeleteFileOrDirectory(tempScene);
EditorApplication.OpenScene(sceneName);
}
}
最后修改:2011年6月25日 Saturday 18:37